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Game card, export and share

The Game card in the editor 0.4.0: kind of game, players, difficulties, controls, cover, limits and credits, and how to export a .ggx file, share it and open it in the launcher.

DescribesEditor 0.4.0 For creating without programming

On this page

The Game card is what people see when they open your game, before playing: name, description, cover and controls. Export turns the project into a single .ggx file, which opens in the launcher or is shared as is.

The Game card#

It is in the Game card tab, next to those of the scene and the script. In Full mode it is also under File > Game card.

The tutorial's Game card, filled in.

Everything goes in Spanish and in English, because each player sees the game in their own language.

FieldWhat it is
Name in Spanish and Name in EnglishThe game's name.
Description in Spanish and Description in EnglishWhat to do, in a sentence or two.
AuthorYour name. It comes from the editor's Your author name setting.
VersionThe game's version, such as 0.1.0. Raise it when you share a new version.
Id (folder)The game's id. It is not changed here: you change it by renaming the project on the home screen.
Catalog tagsComma-separated words that describe the game.

Changes to the Game card save by themselves and are undone with Ctrl+Z.

Kind of game#

Which camera the first scene is played with. There are seven cards: Third person, First person, 2D platformer (side view), Top-down, Isometric, 2D / 3D hybrid (with view-switch zones) and Open world (in first person).

The Game card warns: "Changing it moves no pieces: a level made for one view may need tweaks in another (in "side" the player stays on a plane). The view parameters are under Details, with nothing selected."

What each kind is, is in Kinds of game.

Players#

Minimum and Maximum say how many people a match takes. The Local multiplayer (same computer) box turns on playing with several people on a single computer, with its People and Screen options. It is explained in Local multiplayer.

In a Blocks project this box is the only way to turn it on: the New game dialog does not let you pick local multiplayer with Blocks.

Online multiplayer appears disabled, with the label "coming soon".

Difficulties#

Three is the norm: facil, normal and dificil. For each one you can change the name the player sees, in both languages, and mark which is the default: the one that comes selected when the game opens.

Difficulties are used in two places: each piece can appear on only some of them (in Details, Difficulties it appears on) and the countdown has a time per difficulty (in Rules, Match).

Controls#

Moving and turning the camera always exist. Here you check the buttons your game uses and say what they do: Jump, Action and Action 2.

When you check one, two fields appear to write what it does, in Spanish and in English. That is how they show up in the game's help and on touch screens.

The cover#

The cover is the game's image in the launcher's library. It is on the right of the Game card.

The cover, taken from the scene.

A new game comes with a drawn cover, with its name. To use a view of your scene:

  1. Open the scene tab and arrange the camera the way you want it to look.
  2. Go back to the Game card.
  3. Press Use the current scene view.

The capture is saved as recursos/portada.jpg inside the game. Back to the drawn cover undoes it.

In Full mode there is a shortcut that skips the Game card: Scene > Use this view as the cover.

Package limits and credits#

Below the cover, the Game card has two more sections:

  • Package limits: how many models, textures and recorded sounds the game carries, how much they weigh, how much the compressed and uncompressed .ggx weighs, and the triangles and model pieces of each scene, each one against its maximum. Below, a table with each model. The .ggx size is worked out once you stop editing.
  • Credits of imported assets: the author and the license of each model, texture and sound. They go inside the .ggx; the game does not show them on screen yet.
Package limits and credits.

What each limit is and what happens if one is exceeded: Models in the scene.

Export#

Press Export, top right, or Ctrl+Shift+E. The Export game dialog does three steps, one after another:

  1. Validate the game. It checks that it meets the Green Games format and that the code has no errors.
  2. The bot plays it to the end on every difficulty. The same test as Test with bot.
  3. Write the .ggx file.
An exported game.

When it finishes it says: "Done. Your game is now a single file that opens in Green Games or can be shared as is", with the path and the size. Green Games is the launcher. Below, it repeats the Package limits.

If you changed something in the asset workshop, the editor exports it into the game before starting.

ButtonWhat it does
Show in folderOpens the exports folder with the file.
Save to another folder…Saves a copy wherever you choose.
CloseCloses the dialog.

If it does not export#

Where it stopsWhat happensWhat to do
At Validate the game, in red"The game has N errors to fix. They are under Problems, with a button to jump to each."Open Problems and press Take me there on each error. See Code.
At the bot stepThe bot could not finish the game on some difficulty.Sort out the test: see Test bot.

While a step fails, no file is written.

Where the .ggx is kept#

In the Green Games/exportados folder, inside your home folder, with the game's id as its name: coin-yard.ggx. The full path appears in the dialog and in the Console.

Exporting again replaces the previous file. If you want to keep a version, use Save to another folder… or copy it first.

The file carries only the game: the card, the scenes, the script, the cover, the bot's route and, if it has them, the models, the textures, the recorded sounds and their credits. It does not carry the editor/ folder or the workshop documents (taller/), so whoever receives it can play it but not open it as a project. To pass on the editable project, share its folder: see New game, projects and templates.

Sharing the file#

A .ggx is an ordinary file. You share it like any other: by message, by email, on a USB stick or in a shared folder. It usually weighs a few kilobytes: the tutorial's weighs 24.2 KB.

Whoever receives it needs the Green Games launcher: see Download and install.

Opening it in the launcher#

  1. Open the launcher.
  2. Press Import .ggx and pick the file, or drag it onto the window.
  3. The launcher validates it and adds it to the library.
  4. Open it and play.

The details are in Import a .ggx. The launcher checks the file again on its own before installing it, and the game runs isolated just as in the editor.

Online publishing does not exist#

The editor says so on the Game card: "Online publishing does not exist yet. For now your game is shared as a file: "Export" creates a .ggx that opens in Green Games." And in the export dialog: "Online publishing does not exist yet: for now you share the file."

There is no publish button, no account and no catalog to upload games to from the editor. What is in development is named in the Roadmap.

Next#